Thánatos & Vita (5e Equipment)
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Weapon (Longswords), legendary (requires attunement)
Thántos is a black longsword with a crimson-red outline and leather-wrapped hilt; its sister weapon, Vita, is an exact copy except for is white and light-blue outline. You have a +1 bonus to your attack and damage rolls with these magic weapons. Each weapon is represented by an angel of the same name being Thántos, the angel of chaos and disarray, and Vita, angel of law and order. Neither are truly good or evil beings, but rather pure embodiment of order and chaos.
Rigid Blade. Both weapons have edges and thorns pointing inwards towards their hilts. On a successful attack, these weapons can embed themselves into their targets. As a reaction upon hitting a creature with one of these blades, you can rip the blade from its target's flesh, and tear their wounds open, dealing 2d8 piercing damage to enemy.
Shadow of Thántos. While you wield Thántos you gain darkvision for 60 feet, and if you already have darkvision, the range is increased by an additional 60 feet and you can see through magical darkness. When unsheathed, you have advantage of Charisma (Intimidation) checks.Thántos deals an extra 1d6 necrotic damage on a successful hit. When you roll a 20 on an attack roll with Thántos, the target takes an extra 3d8 necrotic damage and is Frightened of you for 1 minute. When in dim light or darkness, you have advantage on Dexterity (Stealth) checks and as a bonus action, you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn. Additionally, you can understand Abyssal, both written and spoken, but cannot speak it unless you were previously proficient.
Light of Vita. While unsheathed, you have advantage of Charisma (Persuasion) checks. You gain immunity to the Frightened and Charmed conditions. You may use a bonus action to summon a pair of wings made of pure light giving you a flying speed of 30ft. You can use an action to speak this magic sword's command word, causing light to erupt from the blade. This light makes bright light in a 40‑foot radius and dim light for an additional 40 feet. This light last until you use a bonus action to speak the command word again or until you drop or sheathe the sword. While this light is active, you have disadvantage on Dexterity (Stealth) checks and all allies within this light have advantage on saving throws against being Frightened. An allied creature may use their bonus action while in this light to spend no more than half their hit die in a single turn. Additionally, you can understand Celestial, both written and spoken, but cannot speak it unless you were previously proficient.
Curse. Once you have attuned to the blade, you will be plagued with whispering and visions from the blade's angel, encouraging you to commit acts to further their own agenda. In times of great emotional or physical stress, you must make a DC 12 Wisdom saving throw or become possessed by the angel for one 1d4 hours or until the angel releases control of your body. After each failed consecutive saving throw the die determining how long you are possessed goes up by 1d4. But after the 5th failed saving throw, the possession becomes indefinite.